Cammy Moveset and Attributes

I have not seen it in anywhere yet but cammys HK spiral arrow goes straight through Ibuki knives im not sure if the LK or MK go throw it as well.

For the EX Pinwheel, straight Ultra always works. If you have no Ultra, Stand Strong into Roundhouse Drill is your best counter. That reaches far enough every time. I’m pretty sure Far Strong into Drill works against Forward and Roundhouse versions as well. The Short one can only be punished if you are low blocking, like Carpark said. that is because the last hit, which causes Juri to be -4 on block, WHIFFS on a crouching Cammy. I don’t know what he delay is, though, and most of the time, she is too far away for a Normal Move to catch. I’ll try the Short Drill some more to see how that goes, if that works, that’ll be a big help against Juri.

  • James

It does work. Obviously Rh Arrow is better as a punish.

This just in - Guile’s Sonic Hurrican can be EX Hooligan Grabbed. Sure is funny to watch. SOOONIIICCCC - grab - DERP.

On another note I’m trying to master the art of tkCS pressure and I have some questions. Which version is the safest to tk? Sometimes I alternate and my opponent can simply throw me on block or do a low poke. Basically I want to know what options I have when they block my tkCS and what I can do to avoid a grab or being reset from a poke.

i love low pokers… lol

so jump (cancel the jump) into strike… NOW its better to go for hk or mk (i dont know i can combo lots of shit after either of them, like cl.mp, c.mp , hk sa or c.hp combo sets … or at max distant i go for c.lk, hk sa)

it depends really… you may want to bait a dp … then go for lk strike… (makes you land more vertical and gets you close to the ground)

ANYWAY!.. look if they block the low canceled jumping strike:

  • throw: go for TKCS, beats it (go for maximum damage)
  • c.lk : go for TKCS, beats this one too!!! (again go for maximum damage)
  • c.lp: if you TKCS here… c.lp knocks you off the air… and thats about it… (but then you teach them to do c.lp always… cause that gives you an opportunity… instead of going for another strike you can Cannon Spike, only when you have 2 bars to FADC!!! otherwise its risky)

:looney: :confused:

Waiiit… Did Guile do his ultra in Reaction to EX hooligan, or did you start it up while he was doing the Ultra?

When he did his Ultra I had already committed to the EX Hooligan. All I had to do was press throw!

Ha, Olympian beat me to it. That’s what her game is about. Get in your face and beat it to the floor. I love making them have to guess what I’m going to do next and they guess wrong.

Kind of sad. They should move the damage back to their original places, or make the ultra combo into full animation from juggle.

eventhubs cammy frame data SSF4/

Guys I hope you can help me out - I’ve just noticed something about my Cammy game that is going to assuredly get me killed if I don’t fix it; I am trying to consistently tkCS on the PS3 pad, but 40% of the time a fucking Cannon Spike comes out! After watching some replays where I eat it and practicing in training mode I see that this is why I get killed 80% of the time. To my fellow pad warriors how do you consistently do tkCS? I have unnaturally long thumbs so I press the D-pad with the middle of my thumb as opposed to the tip of it. Any advice would be really appreciated because I hate the fact that my game won’t improve until I can tkCS on demand and have it come out instead of a random CSpike.

I don’t even bother trying to tkCS on a pad. In fact, I don’t even play Cammy on pad.

I recommend a circular pad. For TKCS. The SFpads are excellent, try to get a hold of saturn pad if you can, even the 360 pad is better for tkcs.

Try hcb then uf, slightly delay the kick button afterwards.

Getting a CS when you want a strike is because of shortcuts. If you do ‘any forward, any down, any forward’ you get a CS. Not a strike. If you think you are doing QCB, UF, K and getting a strike you are most likely doing: df, d, db, b, uf. The extra down forward at the beginning is giving you the spike and not the strike. Just make sure you start straight down and no spike should come out.

Hope this helps.

How does this player do this do so many cannon strikes frequently. I can only do one single one, and when i try straight away after the input cannon spike comes out. Any tips will be appreciated.

its jsut practice…ill take a video of my hands for you if you want, just post up

That would be REALLY helpful if you could do that…I’m sick of getting punished for unintentional Cannon Spikes when I mean to tkCS. Damn shortcuts…

Read my post above yours. Your answer is there.

Nerfherder thanks for explaining the shortcut thing; I’ve started being more mindful of my inputs and I’m kinda getting used to it, but sometimes in the heat of a match I’ll get a random Spike and then you know…but at least I know it’s not entirely my fault. Thanks for making SF scrub friendly Capcom, ugh…

Why don’t you try to use delayed CStrike more Killerwatt?

Think about it, you aren’t loosing much. Unless you can perform Ultra on reaction after regular instant CStrike (I don’t think there’re many players who can do this), delayed CStrike is almost equal, and sometimes even better than instant CS. You still have enough time to combo, you can avoid low attacks better (instant CStrike loses to some lows), and you still have advantage on block. Sure intant CStrike gives you like +8 on block, but it isn’t taht big of a deal, your next CStrike will not be safe, and if you go for a throw you still have to wait till the opponent recovers from blockstun.